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second, sorry if i write something wrong (my original languaje y spanish)
third here comes something I noticed, some quirks don't explain what they actually do, diferent from egomania explaining (+speed etc), quirks like plutomania can't be know what they actually do, and if it's worth having them.
example: i decided leave plutomania in my anticuarian (will interact loot curios) but "increases proficiencies as wealth acrues" sounds vague to me, what it actually do?, increase weapon profinciencies (crit), debuff, bligth, healing done?.
I know some quirks don't really say wich curios will interact but you can tell because they say "obsessed with sainthood" if they will interact saint curios etc.
it would be better if you know not the exact rate of increase but should be more informative, like if it increases crit chance, would be better "increases lethality as wealth acrues"
In the case of Plutomania, it grants skill bonuses for every different type of gem which you have in your inventory, and I tried to colour match them as best as I could. I perhaps could rewrite it to "Increases skill proficiencies," which might be clearer?
Hylomania is very similar, except that it increases resistances, and is colour matched to the same skills where possible.
The other thing to know is that unfortunately there's a limit to the number of characters in the quirk descriptions, so I can't just put the buffs for those since there are too many. The other thing is when there's a written description, it displays on one line, which can become a bit too long quite quickly, so I had to work within those two restrictions.
(also, Great idea for a mod!)
(First trait is the default of the quirk pre-mod)
Unquiet Mind: Will not meditate - reduced accuracy, but increased speed. (They're fidgety, I'd imagine!)
Resolution: Will not enter the Bar. +5% Virtue Chance. (Of course he's gonna feel better about things!)
Antsy: +20 Stress when left Idle for a week. Reduced stress heal from Camping. Boosted crit on first round of each fight. (Raring to go, hates sitting around)
Calm: -15% Damage first round. -10% Stress. (I mean, they're calm. Why would they stress as much, then?)
Germaphobe: -10 Acc vs. Blighted. +10% Disease resist. (Folks who obsessively clean themselves are less likely to get sick!)
Perfectionist: +5 Stress when attack Misses. +5% Crit. (Obsessing over doing well is bad for your mental health, but may help a little bit with skill)
Bloodthirsty: Fascinated with injury et. al. +5% Crit vs. Bleeding.
Curious: Obsessed with aquisition of knowledge. -5 stress on interaction with Knowledge curio.
Dacnomania: Obsessed with Killing. Doubled chance for stress heal on landing a killing blow.
Hylomania: Obsessed with material things. Same benefit as this mod gives to Klepto, maybe?
(and maybe the same for Plutomania, but only for money)
Going to give this mod a shot, I think. Great job so far!
Also some extra stress heal for Dacnomania makes sense. I gave them extra speed for every enemy after the first, but gave them a 25% chance to choose their own target lol (it's so annoying when your hero attacks someone different, wish I could see player's reactions :)
Bloodthirsty I think I gave extra crit to in general, but only 2%. Percentages add up quickly! I figured they would also play with their own injuries so I increased their bleeding duration ;) Oh and extra trap disarm chance since it also says "(fascinated with) torture" and they interact with torture curios, so I figured they'd be into devices.
Actually I like all the ideas. I do want to do a second mod similar to this one so I'll keep them in mind! Love your work :)
Got around to trying it tonight, and saw for myself several I had suggested already had additional effects. But hopefully it's still handy feedback. XD
And glad you like my work, as well!
Love Interest could boost Virtue Chance and Deathblow Resist. I could imagine a character saying something like "No! She's waiting for me!", for example. :P
this mod is made for compulsive quirks, so even if your reynault is giving an extra effort in battle he would still mess your curio loot game and activating trap curios, saying this giving perfectionist 5% crit is too over powered for a negative quirk, deadly only gives 2% it's even better than a positive quirk and you would only need acc trinkets and no crit.
i would say this.- make this a compulsive quirks mod, and if you feel like it make another mod for common quirks
In regards to the positive / negative thing though, I do have one thought: how much are the negative quirks really adding to the game if all you do is remove them as soon as you have enough gold? Are they just a temporary annoyance and economical hindrance? I can typically keep all my heroes free of negative quirks without much bother, certainly by the start of the mid-game usually.
I guess what I would like to achieve is players having all five positive quirks full and all five negative quirks full by choice. This pretty much means that the negative quirks have to be a trade off of some kind. I started with the forced interaction quirks because to me, they seemed like the most interesting trade-off, since they're a mechanic and not just a stat debuff. If I do another similar mod I'll definitely be looking for ways to introduce more interesting risk/reward scenarios! :)
Thanks for replying! :)